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Everything posted by Kccitystar
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Is there a simple mod, that only moves Astros into the American League?
Kccitystar replied to Eumallux's topic in MLB 2K12
Short answer: No. Long/Modder's answer: I'm 100% aware this is a lengthy response but it's as informative as possible. This type of project is extremely challenging and isn't as simple as a lot of modders and members of the community believe it to be over the years. MLB 2K12 uses the last 3 years of schedules (2012, 2011 and 2010) in how it generates games and all of them on the stock version of MLB 2K12 have the Astros in the NL Central. What was done in the past that was a problem was that someone would modify the Schedule_Actual tab to the current MLB schedule with the Astros in the AL West, which gets used for Franchise/Career mode, but they would not touch the other tabs (Schedule_Old, _Older and _Cur) which were based on the 2010, 2011 and 2012 schedules. All of those have Houston in the NL Central, so their entire schedule is mainly NL opponents with interleague games. So, as I said previously, the game uses those three schedules to generate new schedules in the game for MyPlayer/Franchise to repopulate Schedule_Actual after your first season. Why they use 3 schedules is simple: Interleague games. With interleague games, each division has a pre-determined division from each of the other league's divisions that they play in rotating years. So, out of the 20 interleague baseball games that are played each year, 16 of them will be against a team from the other league from the same division, rotating divisions each year. See this example below. With that said, what happens after your first season is that when it needs to generate a new schedule, there's a conflict with the game logic where it's generating a team schedule for this non-existent NL Central team, so your game freezes/crashes. The fix, as far as my knowledge goes from the last 12 years, was to either import the MLB 2K13 schedule by manually importing the XBOX game's schedule tabs (since there is no PC version of MLB 2K13) or, since we are in the present day, grab the last three years worth of schedules and create those tabs entirely from scratch, which can be extremely time consuming given where you can source those schedules and the fact that some games get rescheduled from their original start date. It's been so long but I'm 100% sure the XBOX game schedules from MLB 2K13 can permanently fix the scheduling and you can just update Schedule_Actual in perpetuity forever, but I'm doubtful on whether or not the game logic was also adjusted for MLB 2K13 to acknowledge the league realignment. I will say that the biggest challenge with the schedules from what I've attempted on and off in recent years is that the real world MLB schedule is now a balanced one starting with 2023, but the last 3 years worth of MLB schedules dating back to 2021 are completely unbalanced (including the 2022 expanded playoffs format), so this can create some insane schedules or series of games not grounded in reality in the slightest. I've fed schedule data into ChatGPT in the past to see if it would figure out a way to spit out "balanced" versions of the 2022 and 2021 schedules for the Schedule_Old, _Oldest and _Cur tabs and it can't seem to do it, so I gave up. -
schedule for the current 2k24 mlb season
Kccitystar replied to wuilmer26f's topic in Total Conversions
Which tabs do you need? -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
I want to say that in this timeline, Hal has loosed the facial hair tradition to be neatly kept rather than clean shaven 😅 -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
Some more deep dives: So about the fan feedback mechanism I was alluding to earlier: Franchise Mode can include a social media platform called "DiamondChatter", or DC for short. DC would be an in-game social media platform that would feature posts resembling tweets ("pitches") from a variety of people within the in-game universe in Franchise. This is the list I have so far of people you'd come across on this feed: Official team accounts that post updates, announcements, promotions or (if applicable) updates on upcoming talent and prospects in the minor league system Sports journalists that cover the league Local sports journalists that cover your team Loyal fans that are invested in your franchise or in Career mode on your development as a player, (these are your franchise/player "day ones" and the "ride or dies") Fans of rival teams that can provide friendly banter during important games or an important series Former players/coaches that can reminisce about past glory or, in some cases in career mode, provide advice guidance at times on on what you can do as a player to maintain positive success, or give you some hints on how to bust out of a slump Baseball bloggers who might focus on specific aspects, like prospects, analytics, or how your actions impact fantasy baseball Content creators who can create hashtags or memes in support or in derision of your team Fictional parody accounts that would be a caricature of real life athletes/players The feed can be fairly dynamic in updates based on recent actions and results, reflecting the current state of your franchise. It can also generate special posts for significant events, like your team making a major trade at the deadline (resembing those ON THE MOVE social media posts MLB loves to make), breaking a losing streak or clinching a playoff spot, for example. There would be a meter shown on the main UI displaying the current state of fan engagement based on fan sentiment from posts on the feed so you have that info at a glance. Content that gets generated on the social feed are merely reactions that reflect on the player's team management decisions and on-field performance, and the posts can be categorized as positive, neutral, or negative. By having a diverse array of voices and perspectives, DC could offer a really robust view of the baseball world within your game. I feel like it would enhance the realism but also provide different angles and narratives that can affect the game's world and the player experience in unique ways. I want the player to feel empowered in how they craft their team's story, their legacy as a GM and cement themselves as a legend in their team's lore. DC can also play a role with trades and free agency as well, if you consider the social media feed to be a way to gauge league feedback. A team with a good perception on DiamondChatter would give you pretty good odds on contract negotiations or trades since your team would be seen as a good place to play, but a team with negative perception on DiamondChatter might give you a degree of difficulty in negotiating contracts or working out good trades with other teams to improve your own. It presents a good challenge on balancing short-term gains against long-term fan engagement. The idea behind DC in this mode is to offer a more nuanced approach to team management, where not every decision is a definitively good or bad one, but can have a range of impacts on the team's success in the long term. I will emphasize that in Franchise mode, the player is not in control of DC. It's merely a league feedback mechanic that defines how the league sees your team and how your team's fans see your team, so for Franchise Mode, you'd have posts ("pitches") in DC that can be considered positive, neutral, or negative: Positive events like wins, win streaks, signing popular players/keeping fan favorites, good trades, player milestones, etc. lead to encouraging posts which boost team morale and fan support. This boosts team morale/chemistry, increases fan support, and gives an random percentage increase in the financial aspects like ticket and merchandise sales. Neutral events like uneventful periods (no major positive or negative developments in team performance or management decisions), maybe average performances or expected outcomes just maintain the status quo until the next series or game. It creates a good buffer when you split a series or if you're in first place and you sweep a last place team to plan and strategize for future games or the next series without feeling pressure to react to significant events or changes. Negative events (like losing games, a guy getting hurt, a guy underperforming) can lead to critical posts which can negatively impact team morale and impact team attendance and revenue. The pressure in turning things around when there are negative reactions on DiamondChatter creates an extra layer of challenge to go from negative to neutral and hopefully into the positive. The idea behind DC in Franchise mode is to help motivate the player in promoting effective team management, keeping your loyal fans engaged through good financial management (like ticket prices, promos, merch, etc.), and maintaining steady on-field performance trending upward. It's also meant to be a mechanic that can increase or decrease the odds of success in Franchise, like simulating games, similar to the classic team momentum system from MVP Baseball 2005 or the hot/cold system from March to October on MLB The Show. -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
Just sharing some thoughts, maybe a deep dive into what I'd want a Franchise mode to look like: Franchise mode in my opinion needs to be approached like a sports management RPG, full stop. In baseball, every team defines success differently depending on what expectations owners have, which can vary. If you break down the most common aspects of RPGs, you have "classes" and "characters" within those classes, so this is what I proposed: Team Types: Dynasties, which would be powerhouse teams with a history of success and high expectations Rising Stars, so like teams on the cusp of greatness with young talent and growth potential Underdogs, teams that are overlooked but have potential to surprise everyone Rebuilders, teams starting from the bottom, focusing on long-term growth and development The goal is to spend up to 20+ years as a GM for a team, with goals set by the team owner. The ultimate objective is to establish and maintain a championship window, aiming for one or multiple championships. You'll also need to build/maintaining prestige for your team by investing in building your fanbase (whether that's through ticket sales/promotions/sponsorships/media deals) and maintaining your team's budget for developing talent, planning for the future while balancing fan interest which can fluctuate based on how good the team plays. The classes (Dynasties, Rising Stars, Underdogs, Rebuilders, and an extra one I'll call Mavericks) each have specific goals and challenges related to their championship windows when you get there. It would create distinct gameplay experiences for each class while maintaining the overarching goal of winning championships. Since every team has their own type of owner with a personality type that influences team budgets, job safety, financial targets/playoff appearances, etc it should give you endless hours of gameplay. Every class would have their own set of challenges: Dynasties, being the establishment powerhouses that they are, would have teams whose goals would probably involve extending their championship windows, maintain a level of dominance and consistency with frequent playoff appearances, like your Dodgers, Braves, Astros, Yankees teams, for example. Rising Stars would be teams whose championship windows are right around the corner, who probably have owners who will lean towards suggesting to you, as GM, to make trades/moves that could accelerate their ability to get into the playoffs and beyond for a championship while balancing your organization's player development pipeline so you don't set the franchise's opportunity for a championship back if you don't succeed. Underdogs would be teams with potential but it's on you as a GM to overcome limitations and obstacles tied to the team, whether that's working around budgets, leveraging player quirks to balance team chemistry, cultivating a solid fanbase that can support you and give you the homefield advantage through positive fan feedback (I can go into deep detail into this as a follow up) that you need to establish a winning culture. Clearly you can see where I am going with this. I mean, at least that's how I've visualized the mode. Mostly all of the interaction is going to be text driven but I'm pretty good with dialogue and coming up with good ideas, and AI's a useful tool these days in helping me brainstorm things and put good concepts together. -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
Me in MLB The Show's "Road To The Show" career mode. I'm a power slugging left handed first baseman for the Yankees, who haven't developed a natural one in quite some time. -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
ok so Pennant Fever moves up to #2. #1) Untitled Baseball Game #2) Pennant Fever #3) Power Baseball Pro #4) Full Count Baseball #4) Attempting to buy a dead trademark on the cheap -
Ripping commentary from Triple Play 2001
Kccitystar replied to DJ Ultima Spark's topic in The Bleachers
There should be options in the game to turn down SFX and other sounds so you can probably record the audio the old fashioned way! -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
Untitled Baseball Game is #1, Dugout Heroes is my #2 and Pennant Fever is my #3 -
Ripping commentary from Triple Play 2001
Kccitystar replied to DJ Ultima Spark's topic in The Bleachers
I don't think we'd be able to crack this file. So many tools and utilities are considered lost media given the limited amount of tools from that time. There used to be a roster editor for those games by a guy named El Salsero who left the Triple Play "scene" a little after MVP Baseball 2003 was announced by EA as the next baseball title, for example. I'm just as much of a historian as Yankee4Life with the Triple Play era stuff -
Building the "perfect" baseball game, a thread
Kccitystar replied to Kccitystar's topic in The Bleachers
I'm still trying to figure out a name. Been using "untitled baseball game" for now but it could be better! -
Set the refresh rate to 60 if you have vsync enabled. I think the game doesn't play nice with high refresh rate displays
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What we will need to do although it might sound unethical is to use AI to clone the voice of Krukow/Kuiper to generate new names/commentary lines. Elevenlabs can do it but we would need to harvest a lot of PBP commentary which is achievable by just recording PBP audio with the sound effects off, crowd noise off, etc. I can talk about this in more detail but this can be a route we can go to create a modernized soundbank for MVP as we know what to edit and what to replace already. Successfully achieving this will truly immortalize MVP for so many people, and I haven't even gone into having AI Kuiper/Krukow speak in other languages yet
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Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
There's additional properties to each slot that isn't accounted for in Vlad's editor, like Inside Edge data, hot/cold zones, etc but REDitor was never really developed further for MLB 2K12 -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I mean the existing values can be tested, sure, but the dif values for the revamped pitches haven't been adjusted. After adjusting the Dif values, a roster maker would just need to re-calculate every pitcher's pitch rating in the game to accomodate the changes since it would change the weight of each rating and affect CPU behavior -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
WacoKid and I spent some time working on these new pitch shapes. For these demos, my pitcher, Firstman Lastings, has his arsenal set to their maximum OVR so these are all considered "elite" pitches by the game. I've also adjusted the difficulty slider for Pitch Speed to 100 so you can see the movement in the game's concept of "real world speed". Circle Changeup - We adjusted the trajectory values so there's some fade and the DownImp values were adjusted so there's some downward force applied to the pitch, but not as drastic. Very Devin Williams-esque. Looks phenomenal. Changeup, with fastball followup. The changeup has less drop than the circle change, and the fastball was tweaked slightly to have some small arm-side deviation so it doesn't appear to be laser straight. The speed differences are absurd for someone who clocks their fastball at 104. Sinker with arm-side fade. Jordan Hicks style movement is possible! Two-Seam Fastball - Even though it can be often interchangeable with the Sinker these days in MLB, we wanted to give it some more lateral run like a traditional two-seamer but it's adjusted enough to break late. Looks good. I revamped the cut fastball and it looks absolutely devastating. Mariano Rivera would be proud. Lastly, we spent some time looking at developing a pitch that doesn't exist in the game, the Sweeper. The idea was to have its movement somewhere in between the curveballs in the game and the slider (which is what it is in real life), and I think we got there. While we can't add pitches, I wanted to experiment so I swapped out the values of the Eephus pitch with what a sweeper would look like. Ian Kinsler never stood a chance. Would love to hear some feedback! -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
The Astros being visible in the AL West column is related to changes to your roster, not through the IFF you're looking to modify -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Interesting. I'll continue to tinker with this -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
So about those Dif values for each pitch...: The DifVeloc, DifUnexp, and DifTraj values are used in combination to contribute to a 100-point scale that determines a pitch's overall rating in the game, and they correlate directly with a player's attributes for speed, movement, and control. The values act as weights for each attribute in calculating the pitch's effectiveness. In this system, the Dif values would effectively scale a pitcher's individual attributes against a league average to determine the pitch's overall rating. This would mean that adjustments to the Dif values need to be made with careful consideration of how they would affect the weighting of each attribute in the overall calculation. Let's take Clayton Kershaw's slider as an example: If his slider attributes are 86 speed, 99 movement, and 98 control, and we're using the DifVeloc, DifUnexp, and DifTraj values as weights, the calculation for the overall rating of a pitch, like the slider in this case, would be something like this: Pitch OVR = (Speed * DifVeloc) + (Movement * DifUnexp) + (Control * DifTraj) Those three values are meant to help the game calculate dominant pitches from individual players. -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I'll DM you with the revised pitch values for you guys to test -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Tinkering with this tonight, specifically tinkering with the properties of the default slider. I've set the difficulty sliders to 50 which is baseline (or the "Pro" difficulty setting) I chose the slider for two key reasons: If I'm trying to figure out if the wind settings play a factor with pitch movement, the lateral movement a slider has is clearly visible If I'm tinkering with trajectory and lateral movement, I can see that too. Here's the default behavior of the slider. Kershaw has the most elite slider in the game, so thats' who I used to test the pitch. Additionally, the location is static. Just a max-ed out slider down the middle. This guarantees I'm going to have the pitch land in the same spot every time. Here's the modified slider with all of the values adjusted on the right side of the screen. Looks like it's got more bite than the default pitch characteristics! Here's the more complete, final overhaul of the slider with every adjusted value on the side. Can't wait to see what a revamped fastball looks like in the game! -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
the sweet sweet art of pitch physics my friend -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Pitches Tab: Took a while but I was able to understand what these values were that we were so stumped on for some time that weren't explained completely through Vlad's documentation for REDitor, like these values: DownImp1 DownImp2 Param4 DifVeloc DifUnexp DifTraj Since they're shorthand names for global pitch attributes/characteristics, this is kind of what I've been able to breakdown, and I may be wrong to an extent. I will note that sliders in the game can impact pitch characteristics and how the CPU behaves: DownImp1 and 2 might represent two different aspects of the downward impulse applied to the pitch. This could relate to how the pitch's speed or trajectory is affected by gravity or the pitcher's motion over two different phases of the pitch's flight (initial release from the hand vs arrival to home plate) HorizImp would suggests Horizontal Impulse, which would affect the pitch's movement left or right. This could be a measure of the pitch's ability to break or move horizontally, influenced by the spin and the angle of the pitch as released by the pitcher. For a curveball, sinker or a slider, a higher value might indicate a greater break. The default is 0 for these pitches. Param4 was the big one I was trying to figure out, but because it only has decimal values going from 0.5 to 0.8, it's probably a coefficient related to one of the pitch attributes, so I'm going to tinker with this a bit DifVeloc, DifUnexp, DifTraj (or as I call them, "The Dif's") are meant to simulate the dynamics of facing different pitch types from the perspective of the hitter/cpu and it's scaled from 0.0 to 1. I'll use the fastball in the game as a baseline: DifVeloc would represent how difficult a pitch is to hit because of the velocity variation (difference between MinSpeed and MaxSpeed). A value scaling up from 0.0 to 1 affects how hard it is for you or the CPU to time a fast pitch. So if a pitch has a 0 value, there's no additional challenge from velocity variation, but if a pitch has a 1 value it's extremely hard to get solid contact on a pitch. The pitch speed is predictable or doesn't significantly impact how you can time the pitch. A fastball has a default value of 0.5 for example, so it's still challenging to time but you're able to square it up. DifUnexp might represent how difficult a pitch is to hit due to unpredictability in when you or the CPU are sitting on one. A value scaling from 0.0 to 1 would affect how predictable the pitch is for you or the CPU to anticipate. So a value of 0.0 means the pitch is easy to read or anticipate in a certain count, but if a pitch has a 1 value it means it's extremely unpredictable, so either the pitch is not often used, it moves closely to another pitch until it's final approach to the plate or its movement can fool you. A fastball has a default value of 0.5, for example, so it might be used in certain counts or it's deceptive enough to make you or the CPU lookout for one. DifTraj might represent difficulty due to trajectory, so a value scaling from 0.0 to 1 means a pitch might be hard to hit based on how clear the pitch's path is to you or the CPU. So a pitch with a 0.0 value would mean it's a completely flat pitch or its movement is predictable for you or the CPU, but if a pitch has a value of 1, it means that the pitch's trajectory is challenging, either there's significant break, drop, or unexpected movement that you or the CPU need to adjust to. A fastball has a default value of 0, for example, so you would only need to worry more about timing and speed of the pitch. Let's use the baseline Dif values of a fastball (0.5, 0.5, 0) and compare that to two other pitches, a 2-seam fastball, and a Curveball. It's an example of a pitch that doesn't deviate much from the in-game fastball vs a pitch with completely different characteristics. Compared to the fastball, the 2-seam fastball's Dif values have a slightly higher variance from the fastball (0.4, 0.4, 0.2). What does that mean for you? This means that you or the CPU can anticipate and adjust to 2-seamers but the DifTraj being 0.2 means it's more challenging to hit it squarely. Which 2K attempted to have reflect real life, because two-seamers have different degrees (default is 260 for the game's 2FB) of armside fadeaway so they induce grounders, like sinkers. A Curveball in the game has Dif values of (0.05, 0.5 and 0.45). What does that mean for you? It means that it's not hard to time (DifVeloc) but it's speed is fairly consistent. It's got the same level of unpredictability as a fastball (a value of 0.5 means that it can surprise you in any count, and there's a 50/50 chance the CPU will take the pitch), but the high DifTraj value (0.45) means that it's much harder for you or the CPU to hit because of the big break (default is 150 for the curveball).